The impact of digital scents on behavioral health in a restorative virtual reality environment
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A distributed test environment incorporating Live, Virtual, Constructive, (LVC) concepts was developed to execute standalone and integrated simulations and flight-tests that support unmanned aircraft research for NASA’s Unmanned Aircraft Systems (UAS) in the National Airspace System (NAS) Project. The LVC components form the core infrastructure that supports simulation of UAS operations by integrating live and virtual aircraft in a realistic air traffic environment. This LVC infrastructure enables efficient testing by leveraging the use of existing distributed assets. The LVC concepts used for the UAS in the NAS project include live aircraft, flight simulators, and virtual air traffic control assets operating at facilities distributed across multiple NASA Centers. With a distributed network, however, there is a concern that message latency could impact the realism of a simulation and its data. The latencies associated with sending data among these distributed facilities were, therefore, measured to ensure that they fall within acceptable parameters. Several live and virtual test assets were integrated into the LVC infrastructure including NASA Armstrong’s Ikhana MQ-9 unmanned aircraft, NASA Glenn’s S3-B manned aircraft, and the B747 flight simulator at NASA Ames. Average latencies from 100 to 150 milliseconds were observed between the LVC System running at NASA Ames and each of the participating NASA Centers under a light-to-moderate (fifty aircraft) traffic sample.
Organizations within the public and private sectors are looking to improve their data science operations for research, development, and operational purposes. As this interest in data science grows, so too does interest in tools and programs that facilitating such operations. This paper presents EnDEVR, the Environment for Data Engineering in Virtual Reality, a user-extensible system that allows for the execution of custom data science functions. We describe the user-centered design process for the EnDEVR system, based on the needs of subject matter experts within the aerospace and aviation industries. Fundamental to this design is a method for users to integrate their existing analysis code (that may leverage third-party vendors) as usable objects in the virtual environment; this allows organizations to operate without the price tag and lifetime obligations associated with commercial data science toolkits, a concept known as “vendor lock-in”. We then present our system design with iterative implementations, and conclude with lessons learned. The presented work may provide insight into future user-centered design processes for VR applications, particularly for digital transformation stakeholders to circumvent vendor lock-in.
With international aspirations to send astronauts to deep space, the world is now faced with the complex problem of keeping astronauts healthy in unexplored hostile environments for durations of time never before attempted by humans. The great physical demands imparted by space exploration compound the problem of astronaut health, as the astronauts must not only be healthy, but physically fit upon destination arrival in order to perform the scientific tasks required of them. Additionally, future deep space exploration necessitates the development of environments conducive to long-duration habitation that would supplement propulsive vehicles. Space Launch System (SLS) core stage barrel sections present large volumes of robust structure that can be recycled and used for long duration habitation. This assessment will focus on one such conceptual craft, referred to as the SLS Derived Habitat (SLS-DH). Marshall Space Flight Center's (MSFC) Advanced Concepts Office (ACO) has formulated a high-level layout of this SLS-DH with parameters such as floor number and orientation, floor designations, grid dimensions, wall placement, etc. Yet to be determined, however, is the layout of the exercise area. Currently the SLS-DH features three floors laid out longitudinally, leaving 2m of height between the floor and ceilings. This short distance between levels introduces challenges for proper placement of exercise equipment such as treadmills and stationary bicycles, as the dynamic envelope for the 95th percentile male astronauts is greater than 2m. This study aims to assess the optimal equipment layout and sizing for the exercise area of this habitat. Figure 1 illustrates the layout of the DSH concept demonstrator located at MSFC. The exercise area is located on the lower level, seen here as the front half of the level occupied by a crew member. This small volume does not allow for numerous or bulky exercise machines, so the conceptual equipment has been limited to a treadmill and stationary bicycle. With the most current treadmill aboard the International Space Station (ISS), the Combined Operational Load-Bearing External Resistance Treadmill (COLBERT), being located in an International Standard Payload Rack (ISPR), the bottom of the conceptual treadmill features a height of 38in. Making the treadmill flush with the floor would be impossible in this rack configuration, as the distance from the outer wall of the spacecraft to the bottom floor would be too shallow. From preliminary sizing, the 38in required for the bottom of the treadmill combined with a 78in operational envelope for a 95th percentile may not be accommodated in the exercise area in a vertical orientation. Figure 2 demonstrates the volume required (in maroon) for an ISPR-bound treadmill in the concept demonstrator. Early indications as seen in this figure indicate that the crew members would contact the ceiling in such an arrangement. An assessment will be conducted to evaluate various orientations of exercise equipment in the concept demonstrator. Orientations to be tested include putting the bottom of the treadmill on the wall, having the treadmill at an angle in the floor both horizontally and vertically, and having a shorter (non-rack bound) treadmill in a vertical orientation on the floor. This assessment will yield findings regarding sizing of the area and how well participants feel they could exercise in such an environment. Due to the restrictions of assessing a microgravity vehicle in a normal-gravity environment, simulations in MSFC's Virtual Environments Lab (VEL) may be necessary. Final deliverables will include recommendations regarding the location and size of possible exercise equipment aboard the SLS-Derived DSH.
This internship has focused on providing solutions for the Customer Avionics Interface Development and Analysis (CAIDA) subsystem. The main emulator that has been used during this internship is the Software-Only CEV (Crew Exploration Vehicle) Risk Reduction Analysis and Test Engineering Simulator (SOCRRATES). This emulator uses advanced math and physics methods to simulate specific points in a mission, such as ascent, entry, and orbit. Exploration Ground Systems (EGS) must ensure that all KSC based ground systems can be properly integrated with the flight vehicle software, therefore, the Modeling and Simulation Branch (NE-XM) of the KSC (Kennedy Space Center) Engineering Directorate supports a virtual environment that simulates the interface between ground systems and the flight vehicle. A primary component in assuring that is knowing whether the emulators have incorporated the correct CUIs (Compact Unique Identifiers) into their system, as well as understanding both the static and dynamic responses of the individual CUIs. Also, an effort for verification of Operational Maintenance Requirements Specifications (OMRS) and Launch Commit Criteria (LCC) that are supported by SOCRRATES for the Orion Crew Module were part of the project tasks this semester. This internship also focused on comparing two different simulation Commercial-off-the-shelf (COTS) products and to determine whether or not a COTS package was a viable replacement for the current software that the iSEE (Immersive Simulations and Engineering Environment) lab uses. Upon research and testing, I found that this software was not feasible for the lab. It could not easily load CAD (Computer-Aided Design) or CREO models, give live feedback while the user is in the environment, and was not compatible with a virtual reality headset, all of which are necessary for the lab.
A computer vision assisted semi-automatic virtual reality (VR) calibration technology has been developed that can accurately match a virtual environment of graphically simulated three-dimensional (3-D) models to the video images of the real task environment.
Training new users of complex machines is often an expensive and time-consuming process. This is particularly true for special purpose systems, such as those frequently encountered in DOE applications. This paper presents a computer-based training system intended as a partial solution to this problem. The system extends the basic virtual reality (VR) training paradigm by adding a multimedia component which may be accessed during interaction with the virtual environment. The 3D model used to create the virtual reality is also used as the primary navigation tool through the associated multimedia. This method exploits the natural mapping between a virtual world and the real world that it represents to provide a more intuitive way for the student to interact with all forms of information about the system.
The feasibility of using Fused Reality-based simulation technology to enhance flight test capabilities has been investigated. In terms of relevancy to piloted evaluation, there remains no substitute for actual flight tests, even when considering the fidelity and effectiveness of modern ground-based simulators. In addition to real-world cueing (vestibular, visual, aural, environmental, etc.), flight tests provide subtle but key intangibles that cannot be duplicated in a ground-based simulator. There is, however, a cost to be paid for the benefits of flight in terms of budget, mission complexity, and safety, including the need for ground and control-room personnel, additional aircraft, etc. A Fused Reality(tm) (FR) Flight system was developed that allows a virtual environment to be integrated with the test aircraft so that tasks such as aerial refueling, formation flying, or approach and landing can be accomplished without additional aircraft resources or the risk of operating in close proximity to the ground or other aircraft. Furthermore, the dynamic motions of the simulated objects can be directly correlated with the responses of the test aircraft. The FR Flight system will allow real-time observation of, and manual interaction with, the cockpit environment that serves as a frame for the virtual out-the-window scene.
Future communication subsystems of space exploration missions can potentially benefit from software-defined radios (SDRs) controlled by machine learning algorithms. In this paper, we propose a novel hybrid radio resource allocation management control algorithm that integrates multi-objective reinforcement learning and deep artificial neural networks. The objective is to efficiently manage communications system resources by monitoring performance functions with common dependent variables that result in conflicting goals. The uncertainty in the performance of thousands of different possible combinations of radio parameters makes the trade-off between exploration and exploitation in reinforcement learning (RL) much more challenging for future critical space-based missions. Thus, the system should spend as little time as possible on exploring actions, and whenever it explores an action, it should perform at acceptable levels most of the time. The proposed approach enables on-line learning by interactions with the environment and restricts poor resource allocation performance through virtual environment exploration. Improvements in the multiobjective performance can be achieved via transmitter parameter adaptation on a packet-basis, with poorly predicted performance promptly resulting in rejected decisions. Simulations presented in this work considered the DVB-S2 standard adaptive transmitter parameters and additional ones expected to be present in future adaptive radio systems. Performance results are provided by analysis of the proposed hybrid algorithm when operating across a satellite communication channel from Earth to GEO orbit during clear sky conditions. The proposed approach constitutes part of the core cognitive engine proof-of-concept to be delivered to the NASA Glenn Research Center SCaN Testbed located onboard the International Space Station.
Future communication subsystems of space exploration missions can potentially benefit from software-defined radios (SDRs) controlled by machine learning algorithms. In this paper, we propose a novel hybrid radio resource allocation management control algorithm that integrates multi-objective reinforcement learning and deep artificial neural networks. The objective is to efficiently manage communications system resources by monitoring performance functions with common dependent variables that result in conflicting goals. The uncertainty in the performance of thousands of different possible combinations of radio parameters makes the trade-off between exploration and exploitation in reinforcement learning (RL) much more challenging for future critical space-based missions. Thus, the system should spend as little time as possible on exploring actions, and whenever it explores an action, it should perform at acceptable levels most of the time. The proposed approach enables on-line learning by interactions with the environment and restricts poor resource allocation performance through virtual environment exploration. Improvements in the multiobjective performance can be achieved via transmitter parameter adaptation on a packet-basis, with poorly predicted performance promptly resulting in rejected decisions. Simulations presented in this work considered the DVB-S2 standard adaptive transmitter parameters and additional ones expected to be present in future adaptive radio systems. Performance results are provided by analysis of the proposed hybrid algorithm when operating across a satellite communication channel from Earth to GEO orbit during clear sky conditions. The proposed approach constitutes part of the core cognitive engine proof-of-concept to be delivered to the NASA Glenn Research Center SCaN Testbed located onboard the International Space Station.
A virtual, collaborative web environment is being developed to better utilize, visualize, and analyze Mars Global Surveyor data for both landing site and general Mars studies.
Game Development (Process); Game Development Tools; Implementation Tools; Materials Education Game Environment; Virtual Cleanroom; E-learning as game-like environments + CLDT; +CPR Tool.
NASA is planning to return to the Moon in the mid-2020s as a steppingstone to Mars missions in the 2030s. Spacewalks, or extravehicular activities (EVAs), performed on the Moon and Mars will differ in a variety of ways from those that have been performed in decades past. NASA has identified multiple risks to human health and performance associated with a crewed mission to Mars, especially those associated with exploration EVAs which are expected to be a primary mission activity. Crew may be expected to conduct up to 24 hours of EVA per person per week, where the likelihood of injury and/or mental mistakes are increased compared to ground-based training or current microgravity EVAs and the consequences of which can be catastrophic. Current test environments for exploration EVA research and technology development are large, costly facilities that are limited in their availability or capabilities. Spacesuit testing in a reduced gravity environment such as NASA’s Neutral Buoyancy Laboratory, while a good representation of the crew’s physical workload during exploration EVAs, typically has small datasets and is difficult to integrate physiological sensors or other types of crew performance measures. Meanwhile, scientific field-based testing such as NASA’s Desert Research and Technology Studies offers an operationally relevant environment for exploration EVAs, particularly for cognitive workload, but is also limited by small datasets, lack of a pressurized spacesuit, and obtrusive measures. The limitations of current analogs for exploration EVAs identify a need for a new test environment that can approximate both the physical and cognitive demands associated with exploration EVAs to enable rapid, controlled, and repeatable evaluations of human health and performance risks of exploration missions. In response, the Human Physiology, Performance, Protection, and Operations Laboratory (H-3PO) at NASA Johnson Space Center has developed a hybrid reality exploration EVA analog named the Assessments of Physiology And Cognition in Hybrid-reality Environments (APACHE)[ to address these limitations using a combination of virtual, physical, and hybrid reality techniques. The APACHE facility resides at NASA Johnson Space Center and serves as a large “sandbox” for EVA research and simulation. At its center is a roughly 15x20ft space surrounded by a 14” tall sandbox partially filled with lunar regolith simulant to emulate the physical feeling of walking on a planetary surface and to allow for simulated geology operations. Nearby, a curved passive treadmill (Skillmill Connect, Technogym, Fairfield, NJ) and an omnidirectional treadmill (Infinadeck, Infinadeck, Rocklin, CA) are included to enable exploration of these large virtual environments while also imposing the physical demands, representative timelines, and cognitive burdens required to navigate and traverse these distances during exploration EVA. A 6DOF motion platform is used to simulate rover operations and supports various human performance evaluations and associated risks. Lastly, APACHE can support two extravehicular (EV) crewmembers working in tandem. A computer workstation is located nearby and also supports an intravehicular (IV) crewmember as part of a full mission simulation. The IV crewmember has direct video and audio communication with the EV crew in VR to provide operational and procedural support.
The Stanford/VA Interactive Robotics Laboratory set out in 1978 to test the hypothesis that industrial robotics technology could be applied to serve the manipulation needs of severely impaired individuals. Five generations of hardware, three generations of system software, and over 125 experimental subjects later, we believe that genuine utility is achievable. The experience includes development of over 65 task applications using voiced command, joystick control, natural language command and 3D object designation technology. A brief foray into virtual environments, using flight simulator technology, was instructive. If reality and virtuality come for comparable prices, you cannot beat reality. A detailed review of assistive robot anatomy and the performance specifications needed to achieve cost/beneficial utility will be used to support discussion of the future of rehabilitation telerobotics. Poised on the threshold of commercial viability, but constrained by the high cost of technically adequate manipulators, this worthy application domain flounders temporarily. In the long run, it will be the user interface that governs utility.
If the current estimate of proposed large constellations is realized, the near-Earth space environment will see more than 50,000 new satellites added to the catalog of resident space objects (RSOs) in the coming decade. This is an order of magnitude increase from the current population and poses new policy challenges as global operators seek to leverage the benefits these new satellite systems provide while also ensuring a sustainable approach to collision avoidance. Various guidelines have been proposed to date to support this effort, including the development of right of way rules to guide how a collision avoidance maneuver should be performed, and how the maneuver burden should be shared between the two satellites involved. However, it is very difficult to evaluate and compare proposed guidelines due to the complex nature of space traffic and the rapidly changing space environment. This study seeks to address this issue by utilizing the Virtual Environment for Space Traffic Analysis (VESTA), a high-fidelity simulation tool that has been developed at Georgia Tech over the past few years with the explicit purpose of evaluating the future of space traffic environment. Using this tool, a sensitivity study is performed that incorporates a likely set of future large constellations and provides metrics on the impact that a select set of proposed maneuvering guidelines would have on operators given realistic variations in spacecraft capabilities (e.g. maneuverability and propulsion capabilities), and other factors (owner-country, public vs. private, etc.). Specifically, this study compares three potential right of way rules: 1) a rule based on maneuverability proposed by the Space Safety Coalition, 2) a rule based on the geometry of the spacecraft rendezvous, and 3) a rule that equally distributes the maneuver burden between two operators, The results highlight general observations on the effectiveness and limitations of each of the proposed maneuvering guidelines. In addition to the choice of right of way rule, success of space traffic management will be significantly impacted by compliance – which operators, or how many operators, comply with the space traffic rules. The findings of this analysis have important implications for future methods that could be pursued to put in place right of way rules. For example, non-binding right of way rules may have variable levels of compliance that differ across actors. The impact of compliance by just one nation, or non-compliance by just one nation, help to demonstrate the impact of ensuring all major space actors coordinate on this effort. Overall, this analysis provides insight into the relative gains in safety (decrease in collision risk) that would likely result from more politically intense efforts to increase the number of countries implementing space traffic management rules.
The Human Exploration Demonstration Project (HEDP) is an ongoing task at the NASA's Ames Research Center to address the advanced technology requirements necessary to implement an integrated working and living environment for a planetary surface habitat. The integrated environment consists of life support systems, physiological monitoring of project crew, a virtual environment work station, and centralized data acquisition and habitat systems health monitoring. The HEDP is an integrated technology demonstrator, as well as an initial operational testbed. There are several robotic systems operational in a simulated planetary landscape external to the habitat environment, to provide representative work loads for the crew. This paper describes the evolution of the HEDP from initial concept to operational project; the status of the HEDP after two years; the final facilities composing the HEDP; the project's role as a NASA Ames Research Center systems technology testbed; and the interim demonstration scenarios that have been run to feature the developing technologies in 1993.
The Human Exploration Demonstration Project (HEDP) is an ongoing task at the National Aeronautics and Space Administration's Ames Research Center to address the advanced technology requirements necessary to implement an integrated working and living environment for a planetary surface habitat. The integrated environment will consist of life support systems, physiological monitoring of project crew, a virtual environment workstation, and centralized data acquisition and habitat systems health monitoring. There will be several robotic systems on a simulated planetary landscape external to the habitat environment to provide representative work loads for the crew. This paper describes the status of the HEDP after one year, the major facilities composing the HEDP, the project's role as an Ames Research Center testbed, and the types of demonstration scenarios that will be run to showcase the technologies.
Two critical and unresolved human factors issues in VR systems are: 1) potential "cybersickness", a form of motion sickness which is experienced in virtual worlds, and 2) maladaptive sensorimotor performance following exposure to VR systems. Interestingly, these aftereffects are often quite similar to adaptive sensorimotor responses observed in astronauts during and/or following space flight. Most astronauts and cosmonauts experience perceptual and sensorimotor disturbances during and following space flight. All astronauts exhibit decrements in postural control following space flight. It has been suggested that training in virtual reality (VR) may be an effective countermeasure for minimizing perceptual and/or sensorimotor disturbances. People adapt to consistent, sustained alterations of sensory input such as those produced by microgravity, and experimentally-produced stimulus rearrangements (e.g., reversing prisms, magnifying lenses, flight simulators, and VR systems). Adaptation is revealed by aftereffects including perceptual disturbances and sensorimotor control disturbances. The purpose of the current study was to compare disturbances in postural control produced by dome and head-mounted virtual environment displays. Individuals recovered from motion sickness and the detrimental effects of exposure to virtual reality on postural control within one hour. Sickness severity and initial decrements in postural equilibrium decreases over days, which suggests that subjects become dual-adapted over time. These findings provide some direction for developing training schedules for VR users that facilitate adaptation, and address safety concerns about aftereffects.